📄 cchessuidlg.cpp
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// CChessUIDlg.cpp : 实现文件
//
#include "stdafx.h"
#include "CChessUI.h"
#include "CChessUIDlg.h"
#include ".\cchessuidlg.h"
#include <vector>
#include "mmsystem.h"
#pragma comment(lib, "winmm.lib")
#include "CChessMove.h"
#include "CChessSearch.h"
using namespace std;
#ifdef _DEBUG
#define new DEBUG_NEW
#endif
HANDLE HMutex;
//bool fPaintOver =false;
#define REDWIN 1
#define BLACKWIN 2
#define NOTEND 0
typedef struct{
BYTE CChessBoard[9][10];
POINT ptChess[32];
//POINT ptPreKuang;
//POINT ptCurKuang;
} CCChess; // 供悔棋、还原保存用的信息结构
RECT rctPreB,rctCurB;
RECT rctPreR,rctCurR;
///////////////////////////////////////////////////////////
CString str;
POINT ptCFrom, ptCTo;
int nObject;
POINT stPoint;
////////////////////////////////////////////
CCChess temp;
vector<CCChess> vBackQueue; //悔棋保存队列
vector<CCChess> vForwardQueue; //还原保存队列
vector<CString> vNameQueue;
CWinThread * CThinkingThread; //计算机思考线程
bool bThreadOver;
HANDLE hhWnd; //用于保存当前窗口句柄
//---计时器用变量-----
int Second_a = 0;
int Minute_a = 0;
int Hour_a = 0;
float Second_a2 = 0;
int Second_b = 0;
int Minute_b =0;
int Hour_b =0;
float Second_b2=0;
//------------------------
//----装载bmp用的变量----
HBITMAP bit;
HDC MemDC;
HDC DCBak;
HDC DCKuang;
int ww,hh;
int qipan;
CString qzidir;
CRect rect;
//-------------------------
//两个框的位置
POINT ptPreKuang;
POINT ptCurKuang;
const int NOCHESS =33;
//----用于贴图位置的数组下标----
const int RED_K0 =0;
const int RED_Sl =1;
const int RED_Sr =2;
const int RED_Xl =3;
const int RED_Xr =4;
const int RED_Ml =5;
const int RED_Mr =6;
const int RED_Jl =7;
const int RED_Jr =8;
const int RED_Pl =9;
const int RED_Pr =10;
const int RED_B1 =11;
const int RED_B2 =12;
const int RED_B3 =13;
const int RED_B4 =14;
const int RED_B5 =15;
const int BLACK_K0 =16;
const int BLACK_Sl =17;
const int BLACK_Sr =18;
const int BLACK_Xl =19;
const int BLACK_Xr =20;
const int BLACK_Ml =21;
const int BLACK_Mr =22;
const int BLACK_Jl =23;
const int BLACK_Jr =24;
const int BLACK_Pl =25;
const int BLACK_Pr =26;
const int BLACK_B1 =27;
const int BLACK_B2 =28;
const int BLACK_B3 =29;
const int BLACK_B4 =30;
const int BLACK_B5 =31;
//----------------------------
CListBox *pLB =NULL;
POINT ptChess[32];//32个棋子的像素位置
int nHaveSelected =NOCHESS; //用户所选棋子(位置)
CCHESSMOVE cmMove; //走法
bool fGameover =false;
int WhoseTurn =RED;
enum {STQP,SJQP,MTQP}; //棋盘样式
enum {STQZ,SJQZ,MTQZ}; //棋子样式
enum {NORMAL,BLIND}; //下棋模式
int nNumOfStep =0; //记录步数
////////////////////////// Function Prototype //////////////////////////////
// 思考线程
UINT ThinkingThread(LPVOID pParam);
//开局
//inline void CCChessUIDlg::Restart();
//游戏结束
inline void GameOver();
//将鼠标所点位置转换为特定格子像素
inline POINT GetThePoint( CPoint point );
//将特定格子像素转换为CChessBoard的数组下标
inline POINT PointToCChessBoard( POINT point );
//将CChessBoard的数组下标转换为特定格子像素
inline POINT CChessBoardToPoint( POINT xyPoint );
//判断特定格子像素的棋子状况,返回如RED_B1形式或NOCHESS
inline int JudgeThePoint( POINT point );
//判断nA与nB是否是同一方的子,若是返回true,否则返回false
inline bool IsTheSameSide( int nA, int nB );
//判断是否游戏已经结束,红胜返回REDWIN,黑胜返回BLACKWIN,未结束返回NOTEND
inline int IsGameOverUI();
//判断走法是否合法,合法返回真,不合法返回假
inline bool CanMOVE(POINT ptfrom, POINT ptto);
//inline bool HaveMan(POINT ptPosition );
//inline bool isred(POINT ptto);
//inline bool isblack(POINT ptto);
//将阿拉伯数字转换为中国数字
CString ConvertDigit(int nNum);
//取得着法的名称
CString GetMoveStr(int nFromX,int nFromY,int nToX,int nToY,int nSourceID);
//装载bmp
inline BOOL loadbmp(CString cc);
//贴透明背景的bmp
inline void TransparentBlt2( HDC hdc0,
POINT point0,
int nW0,int nH0,
HDC hdc1,
int nX1,int nY1,
int nW1,int nH1,
UINT Tcol
);
///////////////////////////////////////////////////////////////////////////////
// 用于应用程序“关于”菜单项的 CAboutDlg 对话框
class CAboutDlg : public CDialog
{
public:
CAboutDlg();
// 对话框数据
enum { IDD = IDD_ABOUTBOX };
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV 支持
// 实现
protected:
DECLARE_MESSAGE_MAP()
};
CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD)
{
}
void CAboutDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
}
BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
END_MESSAGE_MAP()
// CCChessUIDlg 对话框
CCChessUIDlg::CCChessUIDlg(CWnd* pParent /*=NULL*/)
: CDialog(CCChessUIDlg::IDD, pParent)
{
m_hIcon = AfxGetApp()->LoadIcon(IDR_MAINFRAME);
}
void CCChessUIDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
DDX_Control(pDX, IDC_BUTTON1, cb1);
DDX_Control(pDX, IDC_BUTTON2, cb2);
}
BEGIN_MESSAGE_MAP(CCChessUIDlg, CDialog)
ON_WM_SYSCOMMAND()
ON_WM_DESTROY()
ON_WM_PAINT()
ON_WM_QUERYDRAGICON()
//}}AFX_MSG_MAP
ON_WM_LBUTTONDOWN()
ON_BN_CLICKED(IDC_BUTTON3, OnBnClickedButton3)
ON_BN_CLICKED(IDC_BUTTON4, OnBnClickedButton4)
ON_BN_CLICKED(IDC_BUTTON1, OnBnClickedButton1)
//ON_LBN_SELCHANGE(IDC_LISTCCHESS, OnLbnSelchangeListcchess)
ON_COMMAND(ID_NewGame, OnMenuNewGame)
ON_COMMAND(ID_Quit, OnMenuQuit)
ON_COMMAND(ID_About, OnAbout)
ON_COMMAND(ID_SetE, OnSetEngine)
ON_WM_TIMER()
ON_BN_CLICKED(IDC_BUTTON2, OnBnClickedButton2)
//ON_UPDATE_COMMAND_UI_RANGE(ID_st_Qipan, ID_mt_Qipan, OnUpdateQipan)
//ON_UPDATE_COMMAND_UI_RANGE(ID_st_Qizi, ID_mt_Qizi, OnUpdateQizi)
ON_WM_INITMENUPOPUP()
ON_COMMAND(ID_Normal, &CCChessUIDlg::OnNormal)
ON_UPDATE_COMMAND_UI(ID_Normal, &CCChessUIDlg::OnUpdateNormal)
ON_COMMAND(ID_Blind, &CCChessUIDlg::OnBlind)
ON_UPDATE_COMMAND_UI(ID_Blind, &CCChessUIDlg::OnUpdateBlind)
ON_COMMAND(ID_st_Qipan, &CCChessUIDlg::OnstQipan)
ON_UPDATE_COMMAND_UI(ID_st_Qipan, &CCChessUIDlg::OnUpdatestQipan)
ON_COMMAND(ID_sj_Qipan, &CCChessUIDlg::OnsjQipan)
ON_UPDATE_COMMAND_UI(ID_sj_Qipan, &CCChessUIDlg::OnUpdatesjQipan)
ON_COMMAND(ID_mt_Qipan, &CCChessUIDlg::OnmtQipan)
ON_UPDATE_COMMAND_UI(ID_mt_Qipan, &CCChessUIDlg::OnUpdatemtQipan)
ON_COMMAND(ID_st_Qizi, &CCChessUIDlg::OnstQizi)
ON_UPDATE_COMMAND_UI(ID_st_Qizi, &CCChessUIDlg::OnUpdatestQizi)
ON_COMMAND(ID_sj_Qizi, &CCChessUIDlg::OnsjQizi)
ON_UPDATE_COMMAND_UI(ID_sj_Qizi, &CCChessUIDlg::OnUpdatesjQizi)
ON_COMMAND(ID_mt_Qizi, &CCChessUIDlg::OnmtQizi)
ON_UPDATE_COMMAND_UI(ID_mt_Qizi, &CCChessUIDlg::OnUpdatemtQizi)
END_MESSAGE_MAP()
void CCChessUIDlg::OnInitMenuPopup(CMenu *pPopupMenu, UINT nIndex,BOOL bSysMenu)
{
ASSERT(pPopupMenu != NULL);
// Check the enabled state of various menu items.
CCmdUI state;
state.m_pMenu = pPopupMenu;
ASSERT(state.m_pOther == NULL);
ASSERT(state.m_pParentMenu == NULL);
// Determine if menu is popup in top-level menu and set m_pOther to
// it if so (m_pParentMenu == NULL indicates that it is secondary popup).
HMENU hParentMenu;
if (AfxGetThreadState()->m_hTrackingMenu == pPopupMenu->m_hMenu)
state.m_pParentMenu = pPopupMenu; // Parent == child for tracking popup.
else if ((hParentMenu = ::GetMenu(m_hWnd)) != NULL)
{
CWnd* pParent = this;
// Child windows don't have menus--need to go to the top!
if (pParent != NULL &&
(hParentMenu = ::GetMenu(pParent->m_hWnd)) != NULL)
{
int nIndexMax = ::GetMenuItemCount(hParentMenu);
for (int nIndex = 0; nIndex < nIndexMax; nIndex++)
{
if (::GetSubMenu(hParentMenu, nIndex) == pPopupMenu->m_hMenu)
{
// When popup is found, m_pParentMenu is containing menu.
state.m_pParentMenu = CMenu::FromHandle(hParentMenu);
break;
}
}
}
}
state.m_nIndexMax = pPopupMenu->GetMenuItemCount();
for (state.m_nIndex = 0; state.m_nIndex < state.m_nIndexMax;
state.m_nIndex++)
{
state.m_nID = pPopupMenu->GetMenuItemID(state.m_nIndex);
if (state.m_nID == 0)
continue; // Menu separator or invalid cmd - ignore it.
ASSERT(state.m_pOther == NULL);
ASSERT(state.m_pMenu != NULL);
if (state.m_nID == (UINT)-1)
{
// Possibly a popup menu, route to first item of that popup.
state.m_pSubMenu = pPopupMenu->GetSubMenu(state.m_nIndex);
if (state.m_pSubMenu == NULL ||
(state.m_nID = state.m_pSubMenu->GetMenuItemID(0)) == 0 ||
state.m_nID == (UINT)-1)
{
continue; // First item of popup can't be routed to.
}
state.DoUpdate(this, TRUE); // Popups are never auto disabled.
}
else
{
// Normal menu item.
// Auto enable/disable if frame window has m_bAutoMenuEnable
// set and command is _not_ a system command.
state.m_pSubMenu = NULL;
state.DoUpdate(this, FALSE);
}
// Adjust for menu deletions and additions.
UINT nCount = pPopupMenu->GetMenuItemCount();
if (nCount < state.m_nIndexMax)
{
state.m_nIndex -= (state.m_nIndexMax - nCount);
while (state.m_nIndex < nCount &&
pPopupMenu->GetMenuItemID(state.m_nIndex) == state.m_nID)
{
state.m_nIndex++;
}
}
state.m_nIndexMax = nCount;
}
}
// CCChessUIDlg 消息处理程序
BOOL CCChessUIDlg::OnInitDialog()
{
CDialog::OnInitDialog();
// 将\“关于...\”菜单项添加到系统菜单中。
// IDM_ABOUTBOX 必须在系统命令范围内。
ASSERT((IDM_ABOUTBOX & 0xFFF0) == IDM_ABOUTBOX);
ASSERT(IDM_ABOUTBOX < 0xF000);
CMenu* pSysMenu = GetSystemMenu(FALSE);
if (pSysMenu != NULL)
{
CString strAboutMenu;
strAboutMenu.LoadString(IDS_ABOUTBOX);
if (!strAboutMenu.IsEmpty())
{
pSysMenu->AppendMenu(MF_SEPARATOR);
pSysMenu->AppendMenu(MF_STRING, IDM_ABOUTBOX, strAboutMenu);
}
}
// 设置此对话框的图标。当应用程序主窗口不是对话框时,框架将自动
// 执行此操作
SetIcon(m_hIcon, TRUE); // 设置大图标
SetIcon(m_hIcon, FALSE); // 设置小图标
// TODO: 在此添加额外的初始化代码
//HMutex = ::CreateMutex(NULL,FALSE,NULL);
ZeroMemory( &temp, sizeof(temp));
ZeroMemory(&cmMove, sizeof(cmMove));
srand( (unsigned)time( NULL ) ); //埋种子,以供估值函数里用
MemDC =CreateCompatibleDC(0);
DCBak =CreateCompatibleDC(0);
DCKuang =CreateCompatibleDC(0);
GetWindowRect(rect);
GetDlgItem(IDC_EDIT1)->ShowWindow(SW_HIDE);
pLB = (CListBox*)GetDlgItem(IDC_LISTCCHESS);
//初选棋盘棋子样式及下棋模式
m_Qipan = MTQP;
qipan =IDB_MTQP;
m_Qizi = MTQZ;
qzidir ="Pic/qizi/mutou/";
m_Mode= NORMAL;
//*****************************************
Restart();
//*****************************************
hhWnd = this->m_hWnd; //取本窗口句柄
return TRUE; // 除非设置了控件的焦点,否则返回 TRUE
}
void CCChessUIDlg::OnSysCommand(UINT nID, LPARAM lParam)
{
if ((nID & 0xFFF0) == IDM_ABOUTBOX)
{
CAboutDlg dlgAbout;
dlgAbout.DoModal();
}
else
{
CDialog::OnSysCommand(nID, lParam);
}
}
void CCChessUIDlg::OnDestroy()
{
WinHelp(0L, HELP_QUIT);
CDialog::OnDestroy();
}
// 如果向对话框添加最小化按钮,则需要下面的代码
// 来绘制该图标。对于使用文档/视图模型的 MFC 应用程序,
// 这将由框架自动完成。
void CCChessUIDlg::OnPaint()
{
if (IsIconic())
{
CPaintDC dc(this); // 用于绘制的设备上下文
SendMessage(WM_ICONERASEBKGND, reinterpret_cast<WPARAM>(dc.GetSafeHdc()), 0);
// 使图标在工作矩形中居中
int cxIcon = GetSystemMetrics(SM_CXICON);
int cyIcon = GetSystemMetrics(SM_CYICON);
CRect rect;
GetClientRect(&rect);
int x = (rect.Width() - cxIcon + 1) / 2;
int y = (rect.Height() - cyIcon + 1) / 2;
// 绘制图标
dc.DrawIcon(x, y, m_hIcon);
}
else
{
//::WaitForSingleObject(HMutex,INFINITE);
CRect rect;
GetClientRect( &rect );
CPaintDC pDC(this);
CClientDC dc(this);
CDC dcbak;
CBitmap bm;
CBitmap* bmOld;
dcbak.CreateCompatibleDC( &pDC);
bm.LoadBitmap(qipan);
bmOld=dcbak.SelectObject( &bm );
pDC.BitBlt(0,0,rect.Width(), rect.Height(),&dcbak,0,0,SRCCOPY);
dcbak.SelectObject( bmOld );
//装载框
loadbmp("Pic/Kuang.bmp");
SelectObject(DCKuang,bit);
SetBkMode(DCKuang,TRANSPARENT);
//贴框
TransparentBlt2(dc.m_hDC,ptPreKuang,ww,hh,DCKuang,0,0,ww,hh,RGB(255,255,255));
TransparentBlt2(dc.m_hDC,ptCurKuang,ww,hh,DCKuang,0,0,ww,hh,RGB(255,255,255));
if(m_Mode == NORMAL)
{
//贴红子
loadbmp(qzidir+"RED_K.bmp");
SelectObject(MemDC,bit);
TransparentBlt2(dc.m_hDC,ptChess[RED_K0],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));
loadbmp(qzidir+"RED_S.bmp");
SelectObject(MemDC,bit);
TransparentBlt2(dc.m_hDC,ptChess[RED_Sl],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));
TransparentBlt2(dc.m_hDC,ptChess[RED_Sr],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));
loadbmp(qzidir+"RED_X.bmp");
SelectObject(MemDC,bit);
TransparentBlt2(dc.m_hDC,ptChess[RED_Xl],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));
TransparentBlt2(dc.m_hDC,ptChess[RED_Xr],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));
loadbmp(qzidir+"RED_M.bmp");
SelectObject(MemDC,bit);
TransparentBlt2(dc.m_hDC,ptChess[RED_Ml],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));
TransparentBlt2(dc.m_hDC,ptChess[RED_Mr],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));
loadbmp(qzidir+"RED_J.bmp");
SelectObject(MemDC,bit);
TransparentBlt2(dc.m_hDC,ptChess[RED_Jl],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));
TransparentBlt2(dc.m_hDC,ptChess[RED_Jr],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));
loadbmp(qzidir+"RED_P.bmp");
SelectObject(MemDC,bit);
TransparentBlt2(dc.m_hDC,ptChess[RED_Pl],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));
TransparentBlt2(dc.m_hDC,ptChess[RED_Pr],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));
loadbmp(qzidir+"RED_B.bmp");
SelectObject(MemDC,bit);
TransparentBlt2(dc.m_hDC,ptChess[RED_B1],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));
TransparentBlt2(dc.m_hDC,ptChess[RED_B2],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));
TransparentBlt2(dc.m_hDC,ptChess[RED_B3],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));
TransparentBlt2(dc.m_hDC,ptChess[RED_B4],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));
TransparentBlt2(dc.m_hDC,ptChess[RED_B5],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));
//贴黑子
loadbmp(qzidir+"BLACK_K.bmp");
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